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From: Margus Ramst
Subject: Re: Another photon mapping test scene...
Date: 21 Mar 1999 17:11:12
Message: <36f56e80.0@news.povray.org>
Nathan Kopp wrote in message <36F562A1.73E6E9AF@Kopp.com>...
>
>I can't think of an antonym for focused

Diffused, no?

Margus


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From: Alan Kong
Subject: Re: Another photon mapping test scene...
Date: 21 Mar 1999 18:18:32
Message: <36F57DA3.365F31E9@compuserveNO-SPAM.com>
Ken wrote:
>> Ok I will post the source for my disco ball if you share with me the
>> finish statement used on the reflective cube. I'll clean up the mess it
>> is in now and post it in a couple of hours in the binaries.scene-files
>> group.

  I used ambient 0 for the four object plus the floor box. Little too dark
for my tastes so I used a shadowless fill light in addition to the spotlight
shining onto the 'mirror'. I differenced the backside of the mirror during
an earlier test rendering because the reflective caustics were putting light
where I didn't want it to show when I was experimenting with additional
lighting placement.

  Thanks to everyone for the kind comments. Don't use my photon mapping
settings as gospel. I have tried to read all of Nathan's posts concerning
appropriate settings but I may have changed too many items at one time and
quite possibly went the wrong way...<s>. Many thanks to Nathan for his
fantastic work on implementing photon mapping into UVpov.

  I did find one shortcoming during final traces - I need more memory! I was
hitting the swap file much too soon with 64mb RAM. Here are the stats for an
800w by 600h, +am2 +a0.2, on a Pentium 200MMX.

Shadow Ray Tests:           360457   Succeeded:                63626
Reflected Rays:            3076492
Refracted Rays:            1433909
Number of photons shot:          2816131
Number of photons stored:        2098198
Priority queue insert:         287930609
Priority queue remove:         118863033
----------------------------------------------------------------------------
Smallest Alloc:                 28 bytes   Largest:         16384024
Peak memory used:        102953138 bytes
----------------------------------------------------------------------------
Time For Parse:    0 hours 25 minutes  48.0 seconds (1548 seconds)
Time For Trace:    2 hours 59 minutes  25.0 seconds (10765 seconds)
    Total Time:    3 hours 25 minutes  13.0 seconds (12313 seconds)


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From: Alan Kong
Subject: Re: Another photon mapping test scene...
Date: 21 Mar 1999 18:21:02
Message: <36F57E3C.25451DD7@compuserveNO-SPAM.com>
Oops. You wanted the finish statement of the reflective box in my scene,
didn't you, Ken - I forgot to attach the scene source to my previous post so
here it is.

- Alan


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Attachments:
Download 'rflcaust08.pov.txt' (5 KB)

From: Alan Kong
Subject: Re: Another photon mapping test scene...
Date: 21 Mar 1999 18:32:44
Message: <36F580FA.47FA2015@compuserveNO-SPAM.com>
Bob Hughes wrote:
>> Can't help but love it.
>> If anything at all (can not resist), the reflective spheres look like
>> they could have used a brighter reflective caustic to be obvious.
>> Was the same photon density used on all objects?

  Yes, the same density on all objects. I played around with the density and
didn't see much difference after a certain point (but I've forgotten which
point that was). I'll venture that it *might* be okay 'as is' since the
reflective spheres aren't being directly hit by the spotlight. Still, if I
can figure out how to increase the reflective caustic just enough to avoid
an overly long rendering time I might check it out.

- Alan


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From: Alan Kong
Subject: Re: Another photon mapping test scene...
Date: 21 Mar 1999 18:44:02
Message: <36F583A0.6627D5FA@compuserveNO-SPAM.com>
Nathan Kopp wrote:
>> This is really cool!  I want to point out that, though a spotlight is used,
>> the photon-tracing part treats it like a point light (so photons can light
>> up stuff outside of the cone of the spot light... that part of the code
>> isn't finished quite yet).

  I had started this scene before I saw one of your earlier posts concerning
how the photon patch treats all lights as point lights. Some head-scratching
took place when I saw the reflective caustics of the 'mirrored' box appear
across the floor surface. I also saw the effect you spoke of when decreasing
the density of the photons, it gives the impression of soft lighting effects
coming off that same box.

  Thanks for your efforts, Nathan. Your comments, also, are invaluable as
it's so much trial and error for this humble user (yes, I do read all docs
on your pages).

- Alan


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From: Ken
Subject: Re: Another photon mapping test scene...
Date: 21 Mar 1999 19:35:45
Message: <36F58F7F.2C275265@pacbell.net>
Alan Kong wrote:
> 
>   Oops. You wanted the finish statement of the reflective box in my scene,
> didn't you, Ken - I forgot to attach the scene source to my previous post so
> here it is.
> 
> - Alan

  That's a fair enough swap. I just came here from posting the source
  for the mirrored disco ball in the povray.binaries.scene-file group.

 Thank you,

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Bob Hughes
Subject: Re: Another photon mapping test scene...
Date: 22 Mar 1999 20:42:38
Message: <36F6F188.DFF45624@aol.com>
What may be throwing me a curve about it, I happened to think, is that
real world objects are seldom perfect. This means there would usually be
more concentrated caustics as well as more diffuse showing up side by
side on the floor under the spheres (and bet you knew that already).
Perhaps a tiny amount of some slightly turbulent spherical normal would
suffice.
I hate to suggest things all the time but I've been posting here at the
newsgroups so long I tend to throw any remarks in. And now I'm noticing
that :)


Alan Kong wrote:
> 
> Bob Hughes wrote:
> >> Can't help but love it.
> >> If anything at all (can not resist), the reflective spheres look like
> >> they could have used a brighter reflective caustic to be obvious.
> >> Was the same photon density used on all objects?
> 
>   Yes, the same density on all objects. I played around with the density and
> didn't see much difference after a certain point (but I've forgotten which
> point that was). I'll venture that it *might* be okay 'as is' since the
> reflective spheres aren't being directly hit by the spotlight. Still, if I
> can figure out how to increase the reflective caustic just enough to avoid
> an overly long rendering time I might check it out.
> 
> - Alan

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Alan Kong
Subject: Re: Another photon mapping test scene...
Date: 23 Mar 1999 06:58:40
Message: <36F78163.AD426688@compuserveNO-SPAM.com>
Bob Hughes wrote:
>> Perhaps a tiny amount of some slightly turbulent spherical normal would
>> suffice. I hate to suggest things all the time but I've been posting
>> here at the newsgroups so long I tend to throw any remarks in. And now
>> I'm noticing that :)

  Suggest away, Bob. It's appreciated. If people didn't want feedback, they
wouldn't post, right <g>? As a near-compulsive list maker, I cut'n'paste a
lot of notes from the newsgroups for future reference. Right now I'm just
trying to produce simple scenes that effectively demonstrate Nathan's photon
mapping patch.

- Alan


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From: Spider
Subject: Re: Another photon mapping test scene...
Date: 23 Mar 1999 18:35:08
Message: <36F7D718.B4F6FEAF@bahnhof.se>
Hey, if you want(can) do it, I'd like to see a copy of it on a web-page, just
another nice referrence of "think about this" things for my final scenes.



Alan Kong wrote:
> 
> Bob Hughes wrote:
> >> Perhaps a tiny amount of some slightly turbulent spherical normal would
> >> suffice. I hate to suggest things all the time but I've been posting
> >> here at the newsgroups so long I tend to throw any remarks in. And now
> >> I'm noticing that :)
> 
>   Suggest away, Bob. It's appreciated. If people didn't want feedback, they
> wouldn't post, right <g>? As a near-compulsive list maker, I cut'n'paste a
> lot of notes from the newsgroups for future reference. Right now I'm just
> trying to produce simple scenes that effectively demonstrate Nathan's photon
> mapping patch.
> 
> - Alan

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Alan Kong
Subject: Re: Another photon mapping test scene...
Date: 24 Mar 1999 03:48:43
Message: <36F8A65D.DD0DEC8E@compuserveNO-SPAM.com>
Spider wrote:
>> Hey, if you want(can) do it, I'd like to see a copy of it on a web-page,
>> just another nice referrence of "think about this" things for my final
>> scenes.

  Mostly the copied messages are concerned with Nathan's photon mapping
patch and are his replies or comments about how to use the patch more
effectively in scenes.

  I'm anxious to read Nathan's upcoming FAQ and I'll bet that he covers much
of what has been brought up at news.povray.org about his patch.

  I will keep your suggestion in mind, though. As photon mapping gains in
popularity, I can see where additional FAQs and tutorials could come in
handy.

- Alan


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